Use them lightly and make sure you have good monetary surplus when activating an edict that has monthly cost. Some cost a ton of cash each months, others gets a part of your citizen discontent. Edicts are powerful tools but they often have equally powerful negative effects. They will be happier than being homeless. ![]() If there is a urgent need of housing, cramp them up. It can be a good trade if you do not have access to clinic. Chapels can provide basic services like healthcare by decreasing their religion output. I'm thinking about chapels and military forts as early era examples. They can serve your immediate needs ( win election or else ) and many changes do not cost a dime. Take time to read alternate operating modes descriptions for your services buildings and all buildings in general. Things changes and evolve throughout the eras and you might need to plop that high school right in the center of that slum area where a corn plantation once stood or that casino could make gazillions of dollars next to your wealthy neighbourhood. When your finances are stable, do not hesitate to demolish or relocate buildings and roads. It will gives you hint on how much you can spend each month/years. **Communist bias intensifies** Watch the treasury go down as your citizen salary is paid and other expenses are deducted each months. ![]() If you think you are making good money, wait a few months without building anything and just listen to your Tropicans. There is some irregularity in the amount of goods your teamsters will bring to the docks each months. It seems quite basic but it is not because your second or third export boat gives you 12k $ that it will give you that much every time. The multiplier bonus can get very interesting fast. Consider multi-culture for your plantations as soon as you get 4 different plantation type. ( you don't get immigration office yet ) If you know how to couter that problem please comment. It makes for a hard revolution transition as the ratio of revolunionists vs Royalists or ''normal'' citizens takes forever to achieve as you cannot fulfill revolionists demands as fast as the overall population growth. If you play in sandbox mode, even with infinite money, refrain from starting the game in the colonial era with more than 100 Tropicans. **edit : check jlking3rd post below for important corrections ! These buildings will need to move in and move out goods efficiently for maximum profit. ![]() ![]() Place some near the docks to accelerate exports and some near your area that produced manufactured goods from raw resources like cigar factory, creamery or planks mill etc. You will need in the early game ( colonial era ) more than one construction office pretty soon if you want to get things done in reasonable time and about 1 teamster for every three/four plantations or any other good producing structures ( loose calculation based on my short experience, open to debate ). Feel free to comment your own advice as Presidente ! If once you ragequitted one of the Tropico game please take time to read. Most players asking for the warehouse are the ones who didn't understand that what they wanted was already in the game and asking for an additional building that does the same thing really didn't add much other than the ability to put them in-land instead of only on the coast If you uncheck it, your docks will get flooded with the ressourceĭocks are a warehouse, it doesn't matter what gets sent there.I thought about a topic that could create a list of useful tips ( for beginners or long time Tropico fans ) about that great game. Most players asking for the warehouse are the ones who didn't understand that what they wanted was already in the game and asking for an additional building that does the same thing really didn't add much other than the ability to put them in-land instead of only on the coast If you uncheck it, your docks will get flooded with the ressource and it will stay there. Your claim that it doesn't do what it needs to do makes no sense, it does that, it's simply doing that in addition to the thing that could already have done what you wanted It's simply redundant since you could already do that from the docks which are also a warehouse You can turn off exports of anything you want to be kept for industry, it does exactly that The result: a warehouse that specifically cannot fulfill the one thing it needs to do. Originally posted by Odeum:Players wanted to store up excess raw materials to ensure a constant supply for industries, but it seems the devs didn't really understand what they were asked to make.
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